The Toys
Advanced Bombers
Arm Phoenix
Arm Phoenix and Core Hurricane
Both of these units should be used to target key enemy facilities. In a group
of 10, there is almost nothing that can
stop the advanced bombers from destroying any given structure on the map. Aiming
for power facilities is one of the best
targets to make an impact on the enemy's economy.
Core Hurricane
Advanced bombers are cheap on metal compared to the other advanced air units.
They build fast and also take enough damage
to make sure the job is done. Both of these bombers also include an automatic,
quick-firing low-powered laser.
Unfortunately the laser has a tendency to miss anything moving, so it's often
only useful when you fly a group of
bombers into an area with undefended, lightly armored targets such as Metal
Extractors.
Phoenix vs. Hurricane
The Core Hurricane comes out on top by a large margin, simply because it has
a much larger payload than the Phoenix.
What difference does this make? The Hurricane releases its bombs almost half
a screen earlier than the Phoenix, giving
it a better chance to release bombs before being shot down.
Gunships
Arm Brawler
Core Rapier
Arm Brawler and Core Rapier
Very versatile units. They have good armor, and although they are slow for
aircraft, they are quick compared to the
ground pounders. The gunships are great for taking out enemy units without AA
defence because they hover around their
targets, unlike other aircraft that fly overhead after releasing their weapons.
Gunships are also great for removing enemy
Metal Extractors, and for backing up your invading or defending ground forces.
Beware -- gunships are very vulnerable to
flak cannons. Generally after 20-25 minutes of game time, you'll be wasting
them if you send them over the enemy base.
Brawler vs. Rapier
Although the Brawler is not a useless unit, it pales in comparrison to the
Rapier, which has better speed and is capable
of inflicting much more damage in a shorter period of time. However, to be fair,
the cone effect on the Brawler's EMG
allows it to hit faster units, where the Rapier's slower rockets come up short.
Stealth Fighters
Arm Hawk
Core Vamp
Arm Hawk and Core Vamp
Radar invisible, fast and armed with a seeking weapon -- stealth fighters are
the ultimate swarming unit. You won't see
them coming unitl they're on top of you, they can overlap each other to concentrate
fire power and their weapon is
guided, so moving units won't escape. Even worse, they are difficult to hit
with AA missles because of their high speeds.
Even in the heaviest AA, they will be able to make two or three passes before
being shot down. A group of 30 stealth
fighters will take out a Commander in about two passes.
Hawk vs. Vamp
The units are almost identical in all stats, with the Hawk edging its Core
counterpart by a small margin.
Advanced Construction Aircraft
Although these units have no combat ability and a low build rate when compared
to other advanced units, they have
important roles at the begining and end of the advanced air war. In the beginning,
nothing can put up advanced radar
all over the map faster than advanced construction aircraft, and during the
end, multiple advanced construction aircraft
assisting production is one of the best ways to go, since a large number can
concentrate on one project or factory.
Bonus tips
Drawing out the Enemy's Stealth Fighters
Assuming your enemy is stocking up on stealth fighters, it's hard to prevent
him from gaining a dangerous swarm by engaging
him over his own base. The solution? Bait his stealth fighters, then ambush
him with your own. The best way is to take a
few gunships and hit some targets outside of his base. When his stealth fighters
come screaming out in defense,
intersect his stealth fighters with yours, preferably on an angle where his
weapons aren't pointing towards you.
Bombing Quirk
There's a neat quirk with bombers. If you change targets while the bombs are
dropping,, the bombers move towards the new
target trailing an seemingly endless string of falling bombs behind them. If
you time it right, you can do two things with
this tactic:
Take out two targets with one bombing run.
If you target an area directly behind the bombers after they release, they'll
turn in a tight arc, releasing more bombs in
a concentrated, U-shaped area.
Defending Structures Against the Stealth Swarm
If stealth fighters are going to be a problem in your game, make sure you surround
all you key structures with
Fortification Walls. It may take a bit of extra micromanagement, but it requires
less time to fortify an Fusion Plant
than to build a new
one.